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Advisor(s)
Abstract(s)
The energy consumption of the current building
stock represents about 40% of the total final energy consumption
in Europe. New gamification techniques may play a significant
role in helping users adopt new and more energy efficient
behaviours. This paper presents the advances achieved within the
context of the EU-funded project EnerGAware - Energy Game
for Awareness of energy efficiency in social housing communities.
The main objective of the project, funded by the European Union
under the Horizon2020 programme, is to reduce the energy
consumption and carbon emissions in a sample of European
social housing by changing the energy efficiency behaviour of the
social tenants through the implementation of a serious game
linked to the real energy use of the participants’ homes.
Description
Workshop on Energy Efficient Solutions based on IoT (EESIoT 2017). 6 to 9, Jun, 2017. Geneve, Switzerland.Workshop of Global IoT Summit 2017
Keywords
Serious game Energy efficiency Behavior change